Land type
Terrain classes used by movement, pathfinding, and terrain restrictions.
- Engine enum
LandType- Input form
- Named token
A cell’s land type comes from the tile beneath it, unless an overlay on the cell sets one. Land covers which of the two the cell reports. Tiles produce nine of the twelve land types; Wall, Tiberium and Weeds come only from overlays.
CliffBackImpassability=2 can then change a cell that lies a cliff step or more below a nearby cell to Rock. A cell whose overlay has Land=Wall, Land=Railroad or NoUseTileLandType=yes becomes Rock whatever its land type is. Any other cell becomes Rock only if its land type is Clear, Water, Beach or Ice, so a Road, Rough or Railroad tile keeps its land type, and so does a Tiberium cell.
Each land type has a rules.ini section of the same name, such as [Clear] or [Railroad]. The section holds the movement cost for each speed type and the Buildable flag, as the terrain table describes. The twelve land types are fixed by the engine. A mod can change the values in a section but cannot add a land type.
Values
12 of 12
| Input | Meaning | Engine constant | Stored value |
|---|---|---|---|
Clear | Clear ground. | LAND_CLEAR | 0 |
Road | Road surface. | LAND_ROAD | 1 |
Water | Open water. | LAND_WATER | 2 |
Rock | Rock, including cells that `CliffBackImpassability` converts. | LAND_ROCK | 3 |
Wall | Wall terrain. | LAND_WALL | 4 |
Tiberium | Tiberium field. | LAND_TIBERIUM | 5 |
Beach | Beach terrain. | LAND_BEACH | 6 |
Rough | Rough ground. | LAND_ROUGH | 7 |
Ice | Solid ice. | LAND_ICE | 8 |
Railroad | Rail track terrain. | LAND_RAILROAD | 9 |
Tunnel | Tunnel terrain. | LAND_TUNNEL | 10 |
Weeds | Vein weed terrain. | LAND_WEEDS | 11 |
No enum values match this filter.
Used by
LandINI keyMovementRestrictedToINI key
Source files
Linked at revision 51b52aa38392.